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gl_rasterizer: Use transformed viewport for depth ranges

Implement depth ranges using the transformed viewport instead of the
generic one. This matches the current Vulkan implementation but doesn't
support negative depth ranges. An update to glad is required for this.
nce_cpp
ReinUsesLisp 6 years ago
parent
commit
e800c76c4b
  1. 10
      src/video_core/renderer_opengl/gl_rasterizer.cpp

10
src/video_core/renderer_opengl/gl_rasterizer.cpp

@ -933,13 +933,15 @@ void RasterizerOpenGL::SyncViewport() {
}
flags[Dirty::Viewport0 + i] = false;
const Common::Rectangle<f32> rect{regs.viewport_transform[i].GetRect()};
const auto& src = regs.viewport_transform[i];
const Common::Rectangle<f32> rect{src.GetRect()};
glViewportIndexedf(static_cast<GLuint>(i), rect.left, rect.bottom, rect.GetWidth(),
rect.GetHeight());
const auto& src = regs.viewports[i];
glDepthRangeIndexed(static_cast<GLuint>(i), static_cast<GLdouble>(src.depth_range_near),
static_cast<GLdouble>(src.depth_range_far));
const GLdouble reduce_z = regs.depth_mode == Maxwell::DepthMode::MinusOneToOne;
const GLdouble near_depth = src.translate_z - src.scale_z * reduce_z;
const GLdouble far_depth = src.translate_z + src.scale_z;
glDepthRangeIndexed(static_cast<GLuint>(i), near_depth, far_depth);
}
}
}

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